iBall: Augmenting Basketball Videos with Gaze-moderated Embedded Visualizations

Eye Tracking & Gaze InteractionInteractive Data VisualizationEsports Players & Live StreamersConsumers & ShoppersFood Delivery Riders & Ride-Hailing Drivers

Structured Abstract of Literature

Title of the Paper

iBall: Augmenting Basketball Videos with Gaze-moderated Embedded Visualizations

Paper Information

  • Research Domain: Video enhancement technology, computer vision, sports data visualization
  • Keywords: augmented sports videos, embedded visualization, gaze interaction, sports visualization, video enhancement

Research Background and Problem

  • Problem or Challenge: Sports event videos can be difficult for novices or general users to understand due to a lack of basketball knowledge, making it hard to interpret players' teamwork or decision-making during the game. Additionally, traditional information presentation methods (e.g., scoreboards and web-based aids) fail to meet the need for on-demand data access and may disrupt the viewing experience.

  • Significance: Providing seamless, embedded assistance systems to enhance the viewing experience, especially for general audiences, with clear and comprehensible information is crucial for popularizing basketball culture and increasing the appeal of games.

  • Research Motivation and Related Work: Existing studies and commercial systems primarily focus on post-game analysis or simple static text labels, lacking interactive embedded video enhancement designs for real-time scenarios. Furthermore, research on designing embedded visualization tools in real sports videos and improving user interaction experiences remains limited.


Proposed Solution

  • Proposed Approach: The authors introduced a system called "iBall," which enhances basketball videos with gaze-interaction-optimized embedded visualization tools. iBall processes raw game videos through a computer vision pipeline and dynamically adjusts embedded visual effects to match the user's gaze and game context.

  • Innovations:

    1. Developed a computer vision pipeline to embed dynamic visualizations into real game scenes.
    2. Proposed a set of gaze-based interactive embedded visualization tools, allowing users to naturally express interest and access relevant data in real time.
  • Implementation Steps and Key Technologies:

    1. Computer Vision Pipeline:

      • Player recognition: Includes bounding box, identity, and keypoint detection.
      • Semantic segmentation: Separates foreground (players) from background.
      • Temporal performance optimization: Achieves near real-time processing.
    2. Embedded Visualization Design:

      • "Offense Ring": Displays players' offensive capabilities.
      • "Defense Shield": Visualizes defenders' abilities.
      • "One-on-one Line": Illustrates direct relationships between offensive and defensive players.
    3. Gaze Interaction Features:

      • Gaze Focus: Enhances the level of detail for players the user is focusing on, displaying more information.
      • Gaze Filter: Hides unnecessary elements outside the user's field of view, emphasizing key players and information.

Research Outcomes

  • Specific Results: iBall successfully helped general fans identify key players, understand game decisions, and improve the viewing experience. Experimental results validated the system's practicality, usability, and appeal.

  • Advantages Compared to Existing Methods: Unlike traditional methods, iBall avoids the inconvenience of multi-window data separation, seamlessly embedding data visualization into the scene, deepening users' understanding of the game, and significantly enhancing viewing interactivity and engagement.

  • Experiments and Evaluation Results:

    • User Study: Conducted experiments with 16 general fans and collected feedback from 8 experienced fans. The majority of users found the system helpful for understanding the game and enhancing viewing enjoyment.
    • Quantitative Testing: The computer vision pipeline demonstrated high accuracy, with evaluation metrics indicating good detection performance.
    • Subjective Feedback: The "FULL mode" (gaze interaction + embedded visualization) was considered the optimal viewing mode by most users.
  • Limitations and Future Directions:

    • The current system cannot process live-stream videos in real time and requires additional resources from video producers (e.g., buffering time and camera parameters).
    • Embedded visualizations may struggle to capture attention in fast-paced scenes.
    • There is room for improvement in personalization and catering to different user groups, such as providing advanced data analysis tools for experienced fans.

Conclusion and Discussion

iBall provides a novel perspective for enhancing sports video experiences. It addresses the confusion and challenges faced by general fans while improving game understanding and engagement through innovative gaze interaction and dynamic embedding technologies. Future research could explore expanding the system to support live-stream scenarios and investigate more intelligent and personalized visualization design solutions.


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https://hci.top/en/papers/chi/95734/2023

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open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3544548.3581266
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Source
CHI
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Year
2023
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Authors
7 authors
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Subtopics
Eye Tracking & Gaze Interaction, Interactive Data Visualization
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Esports Players & Live Streamers, Consumers & Shoppers, Food Delivery Riders & Ride-Hailing Drivers
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